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RDR2 NativeDB

Browse our wiki-style database of native functions in Red Dead Redemption II.

Search 7149 native functions



  1. float GET_ENTITY_SUBMERGED_LEVEL ( Entity entity )  //0x4A77C3F73FD9E831

  2. float _GET_ENTITY_ANIM_CURRENT_TIME ( Entity entity, const char* animDict, const char* animName )  //0x627520389E288A73

  3. float _0x8E46E18AA828334F ( Entity entity, const char* animDict, const char* animClip )  //0x8E46E18AA828334F

  4. float _0x6D58167F62238284 ( Vehicle vehicle )  //0x6D58167F62238284

  5. float _0xDFC2B226D56D85F6 ( Any p0, Any p1 )  //0xDFC2B226D56D85F6

  6. float GET_ANIM_DURATION ( const char* animDict, const char* animName )  //0x9FFAF4940A54CC09

  7. float GET_ENTITY_FORWARD_X ( Entity entity )  //0xDB0954E9960F6457

  8. float GET_ENTITY_FORWARD_Y ( Entity entity )  //0x9A5C073ECBDA7EE7

  9. float GET_ENTITY_HEADING ( Entity entity )  //0xC230DD956E2F5507

  10. float _GET_ENTITY_HEALTH_FLOAT ( Entity entity )  //0x96C638784DB4C815

  11. float GET_ENTITY_HEIGHT ( Entity entity, float X, float Y, float Z, BOOL atTop, BOOL inWorldCoords )  //0x296DEBC84474B375

  12. float GET_ENTITY_HEIGHT_ABOVE_GROUND ( Entity entity )  //0x0D3B5BAEA08F63E9

  13. float GET_ENTITY_PITCH ( Entity entity )  //0xEF355ABEFF7F5005

  14. float GET_ENTITY_ROLL ( Entity entity )  //0xBF966536FA8B6879

  15. float GET_ENTITY_SPEED ( Entity entity )  //0xFB6BA510A533DF81

  16. float GET_ENTITY_UPRIGHT_VALUE ( Entity entity )  //0x56398BE65160C3BE

  17. Entity _SEARCH_BUILDING_POOL_FOR_ENTITY_WITH_THIS_MODEL ( Hash modelHash )  //0x66B2B83B94B22458

  18. Entity _GET_ENTITY_BY_DOORHASH ( Hash doorHash, int p1 )  //0xF7424890E4A094C0

  19. Entity _GET_PINNED_MAP_ENTITY ( Any p0 )  //0x4735E2A4BB83D9DA

  20. Entity GET_ENTITY_ATTACHED_TO ( Entity entity )  //0x56D713888A566481

  21. Entity _0xAF72EC7E1B54539B ( Entity entity )  //0xAF72EC7E1B54539B

  22. BOOL _IS_ENTITY_UNDERWATER ( Entity entity, BOOL p1 )  //0xD4E5C1E93C466127

  23. BOOL IS_ENTITY_ON_SCREEN ( Entity entity )  //0x613C15D5D8DB781F

  24. BOOL IS_ENTITY_PLAYING_ANIM ( Entity entity, const char* animDict, const char* animName, int taskFlag )  //0xDEE49D5CA6C49148

  25. BOOL IS_ENTITY_STATIC ( Entity entity )  //0x86468ADFA0F6B861

  26. BOOL IS_ENTITY_TOUCHING_ENTITY ( Entity entity, Entity targetEntity )  //0x9A2304A64C3C8423

  27. BOOL IS_ENTITY_TOUCHING_MODEL ( Entity entity, Hash modelHash )  //0x2AE3EBC8DEB9768B

  28. BOOL IS_ENTITY_UPRIGHT ( Entity entity, float angle )  //0xF6F6AFD8D4FB2658

  29. BOOL IS_ENTITY_UPSIDEDOWN ( Entity entity )  //0x109DE3DA41AAD94A

  30. BOOL IS_ENTITY_VISIBLE ( Entity entity )  //0xFFC96ECB7FA404CA

  31. BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity )  //0xF213C724E77F321A

  32. BOOL _IS_TRACKED_ENTITY_VISIBLE ( Entity entity )  //0xC8CCDB712FBCBA92

  33. BOOL IS_ENTITY_OCCLUDED ( Entity entity )  //0x140188E884645624

  34. BOOL WOULD_ENTITY_BE_OCCLUDED ( Hash entityModelHash, float x, float y, float z, BOOL p4 )  //0x3546FAB293FF2981

  35. BOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION ( Entity entity )  //0x5E1CC2E8DC3111DD

  36. BOOL _IS_ENTITY_ON_TRAIN_TRACK ( Entity entity )  //0x857ACB0AB4BD0D55

  37. BOOL _0x8C03CD6B5E0E85E8 ( Entity entity, Hash lootTable )  //0x8C03CD6B5E0E85E8

  38. BOOL _0x1E804EA9B12030A4 ( Entity entity, Hash* p1 )  //0x1E804EA9B12030A4

  39. BOOL _0xA88E215CEB0435C0 ( Ped mount, Any* argStruct, Hash p2, int p3, int p4, BOOL p5 )  //0xA88E215CEB0435C0

  40. BOOL _0x5AFFA9DDC87846F8 ( Hash model )  //0x5AFFA9DDC87846F8

  41. BOOL _IS_ENTITY_FULLY_LOOTED ( Entity entity )  //0x8DE41E9902E85756

  42. BOOL _GET_ENTITY_CARRYING_FLAG ( Entity entity, int flagId )  //0x808077647856DE62

  43. BOOL _GET_IS_CARRIABLE_PELT ( Entity entity )  //0x255B6DB4E3AD3C3E

  44. BOOL IS_ENTITY_FROZEN ( Entity entity )  //0x083D497D57B7400F

  45. BOOL _DOES_THREAD_OWN_THIS_ENTITY ( Entity entity )  //0x88AD6CC10D8D35B2

  46. BOOL _GET_ENTITY_CAN_BE_DAMAGED ( Entity entity )  //0x75DF9E73F2F005FD

  47. BOOL GET_ENTITY_COLLISION_DISABLED ( Entity entity )  //0xAA2FADD30F45A9DA

  48. BOOL _IS_ENTITY_INVINCIBLE ( Entity entity, float p1, float p2, float p3 )  //0xAF7F3099B9FEB535

  49. BOOL HAS_COLLISION_LOADED_AROUND_ENTITY ( Entity entity )  //0xBEB1600952B9CF5C

  50. BOOL HAS_COLLISION_LOADED_AROUND_POSITION ( float xPos, float yPos, float zPos )  //0x6BFBDC46139C45AB

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